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dc.contributor.authorRen, Z.en_US
dc.contributor.authorCharalambous, P.en_US
dc.contributor.authorBruneau, J.en_US
dc.contributor.authorPeng, Q.en_US
dc.contributor.authorPettré, J.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2018-01-10T07:42:34Z
dc.date.available2018-01-10T07:42:34Z
dc.date.issued2017
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12993
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf12993
dc.description.abstractCrowd simulators are commonly used to populate movie or game scenes in the entertainment industry. Even though it is crucial to consider the presence of groups for the believability of a virtual crowd, most crowd simulations only take into account individual characters or a limited set of group behaviors. We introduce a unified solution that allows for simulations of crowds that have diverse group properties such as social groups, marches, tourists and guides, etc. We extend the Velocity Obstacle approach for agent‐based crowd simulations by introducing Velocity Connection; the set of velocities that keep agents moving together while avoiding collisions and achieving goals. We demonstrate our approach to be robust, controllable, and able to cover a large set of group behaviors.Crowd simulators are commonly used to populate movie or game scenes in the entertainment industry. Even though it is crucial to consider the presence of groups for the believability of a virtual crowd, most crowd simulations only take into account individual characters or a limited set of group behaviors. We introduce a unified solution that allows for simulations of crowds that have diverse group properties such as social groups, marches, tourists and guides, etc. We extend the Velocity Obstacle approach for agent‐based crowd simulations by introducing Velocity Connection; the set of velocities that keep agents moving together while avoiding collisions and achieving goals. We demonstrate our approach to be robust, controllable, and able to cover a large set of group behaviors.en_US
dc.publisher© 2017 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectcrowd simulation
dc.subjectgroup modeling
dc.subjectbehavioral animation
dc.subjectvelocity obstacles
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Animation
dc.subjectI.6.8 [Simulation and Modeling]: Types of Simulation—Animation
dc.titleGroup Modeling: A Unified Velocity‐Based Approachen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume36
dc.description.number8
dc.identifier.doi10.1111/cgf.12993
dc.identifier.pages45-56


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